please compare aaa (compiled binary) with the original binary, there is still one error, but the reason is duplicate label, so I think something should be changed, but without original binary I do not know what.

The original code weights about 8Kb, but removing the dictionary, leaving exclusively the allophones parsing, probably it can be condensed on 4Kb or less.

The only Enterprise game that uses the Speakeasy device is Eat-it-up, not a lot of memory demanding game, as it only weights 12,5Kb.

The way of work of the two speech systems is similar, Speakeasy receives strings of allophones(internally it works with 59 codes for the allophones plus five more codes for pauses ) through the Parallel port, and the Amsoft code also can be fed with strings of allophones. The only problem is that the Speech code needs Z80 time to sound.

However the nomenclature of the two systems of allophones is different, but I've found easy to construct intelligible words with the Amsoft code, probably better than with Speakeasy, that doesn't admit stresses inside the words(tildes) and has the pitch fixed on Rom, unlike the Speech code.

This, thinking on a way of emulating Speakeasy, but this tiny code can be incorporated on newer games or programs easily.

Improvements on the sound can be achieved modifying the samples, but I'm not the man that can do that....